{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,1]],"date-time":"2026-04-01T17:25:00Z","timestamp":1775064300307,"version":"3.50.1"},"reference-count":34,"publisher":"Frontiers Media SA","license":[{"start":{"date-parts":[[2024,8,6]],"date-time":"2024-08-06T00:00:00Z","timestamp":1722902400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["frontiersin.org"],"crossmark-restriction":true},"short-container-title":["Front. Comput. Sci."],"abstract":"<jats:p>Gamification has become prevalent in educational settings, particularly in human-centered software engineering. Using gamified learning environments for comprehending software engineering concepts can significantly enhance students\u2019 human factors, including motivation, engagement, and cognitive and critical thinking skills. Software requirements engineering constitutes one of the disciplines in the software development lifecycle. Based on the literature concerning agile-based software requirements engineering, coping with changing user requirements and constant alterations is often challenging. Consequently, both students and software developers must thoroughly grasp agile-based software requirements engineering. Over the last few years, educators and researchers have crafted gamified learning environments for agile-based software requirements engineering activities. Therefore, this paper aims to investigate the effectiveness of agile-based software requirements engineering activities through a gamified design approach. For this purpose, an application, ReGile, was developed and evaluated with 87 second and third-year software engineering students using the M-3 evaluation framework. Overall, the results were promising. Students expressed satisfaction with ReGile\u2019s technological usability. They performed well (72.14%) in answering questions related to software requirements engineering and agile methodology concepts. Furthermore, gender-wise results indicated that male students outperformed female students when using ReGile.<\/jats:p>","DOI":"10.3389\/fcomp.2024.1442081","type":"journal-article","created":{"date-parts":[[2024,8,6]],"date-time":"2024-08-06T05:01:41Z","timestamp":1722920501000},"update-policy":"https:\/\/doi.org\/10.3389\/crossmark-policy","source":"Crossref","is-referenced-by-count":9,"title":["Exploring the use of gamification in human-centered agile-based requirements engineering"],"prefix":"10.3389","volume":"6","author":[{"given":"Arsh","family":"Fatima","sequence":"first","affiliation":[]},{"given":"Asma","family":"Shaheen","sequence":"additional","affiliation":[]},{"given":"Sohaib","family":"Ahmed","sequence":"additional","affiliation":[]},{"given":"Bushra","family":"Fazal","sequence":"additional","affiliation":[]},{"given":"Faizan","family":"Ahmad","sequence":"additional","affiliation":[]},{"given":"Tze Wei","family":"Liew","sequence":"additional","affiliation":[]},{"given":"Zeeshan","family":"Ahmed","sequence":"additional","affiliation":[]}],"member":"1965","published-online":{"date-parts":[[2024,8,6]]},"reference":[{"key":"ref1","doi-asserted-by":"publisher","first-page":"41323","DOI":"10.1007\/s11042-023-15100-x","article-title":"A pilot study on the evaluation of cognitive abilities\u2019 cluster through game-based intelligent technique","volume":"82","author":"Ahmad","year":"2023","journal-title":"Multimed. Tools Appl."},{"key":"ref2","doi-asserted-by":"publisher","first-page":"53","DOI":"10.1080\/1475939X.2018.1557737","article-title":"A qualitative analysis of context-aware ubiquitous learning environments using Bluetooth beacons","volume":"28","author":"Ahmed","year":"2019","journal-title":"Technol. Pedagog. Educ."},{"key":"ref3","doi-asserted-by":"publisher","first-page":"62","DOI":"10.1016\/j.compedu.2012.11.017","article-title":"Abductive science inquiry using mobile devices in the classroom","volume":"63","author":"Ahmed","year":"2013","journal-title":"Comput. Educ."},{"key":"ref4","doi-asserted-by":"publisher","first-page":"131","DOI":"10.1007\/s00766-019-00311-2","article-title":"Requirements analysis gamification in legacy system replacement projects","volume":"25","author":"Alexandrova","year":"2020","journal-title":"Requir. Eng."},{"key":"ref5","author":"Alhazmi","year":"2020"},{"key":"ref6","doi-asserted-by":"publisher","first-page":"321","DOI":"10.1080\/14759399700200015","article-title":"Secondary teachers\u2019 perceptions of computer availability: a qualitative study","volume":"6","author":"Andrews","year":"1997","journal-title":"J. Inf. Technol. Teach. Educ."},{"key":"ref7","doi-asserted-by":"publisher","first-page":"887","DOI":"10.20396\/etd.v20i4.8648223","article-title":"Gamification design for tutor education in an online course","volume":"20","author":"Cavalcanti","year":"2018","journal-title":"Educ. Tem\u00e1tica Digi."},{"key":"ref8","doi-asserted-by":"publisher","first-page":"126453","DOI":"10.1016\/j.neucom.2023.126453","article-title":"Refined SBERT: representing sentence BERT in manifold space","volume":"555","author":"Chu","year":"2023","journal-title":"Neurocomputing"},{"key":"ref9","author":"Chua","year":"2004"},{"key":"ref10","doi-asserted-by":"publisher","first-page":"212","DOI":"10.4304\/jetwi.2.3.212-220","article-title":"Requirements engineering in agile software development","volume":"2","author":"De","year":"2010","journal-title":"J. Emerg. Technol. Web Intel."},{"key":"ref11","author":"Delen","year":"2019"},{"key":"ref12","author":"Deterding","year":"2011"},{"key":"ref13","doi-asserted-by":"publisher","first-page":"7569","DOI":"10.1007\/s10639-023-12075-y","article-title":"Enhancing children\u2019s cognitive skills: an experimental study on virtual reality-based gamified educational practices","volume":"29","author":"Dong","year":"2024","journal-title":"Educ. Inf. Technol."},{"key":"ref14","doi-asserted-by":"publisher","first-page":"107","DOI":"10.1111\/j.1365-2648.2007.04569.x","article-title":"The qualitative content analysis process","volume":"62","author":"Elo","year":"2008","journal-title":"J. Adv. Nurs."},{"key":"ref15","doi-asserted-by":"publisher","first-page":"249","DOI":"10.1002\/cae.22072","article-title":"Experiences of using a game for improving learning in software requirements elicitation","volume":"27","author":"Garcia","year":"2019","journal-title":"Comput. Appl. Eng. Educ."},{"key":"ref16","first-page":"499","article-title":"Verification of Architectural Views Model 1+5 Applicability","volume-title":"Computer Aided Systems Theory \u2013 EUROCAST 2019. EUROCAST 2019. Lecture Notes in Computer Science","author":"G\u00f3rski","year":"2020"},{"key":"ref17","doi-asserted-by":"publisher","first-page":"2000","DOI":"10.3390\/sym13112000","article-title":"The 1+5 architectural views model in designing Blockchain and IT system integration solutions","volume":"13","author":"G\u00f3rski","year":"2021","journal-title":"Symmetry (Basel)."},{"key":"ref18","doi-asserted-by":"publisher","first-page":"202","DOI":"10.1016\/j.compedu.2016.09.001","article-title":"A systematic literature review of games-based learning empirical evidence in primary education","volume":"102","author":"Hainey","year":"2016","journal-title":"Comput. Educ."},{"key":"ref19","author":"Hermanto","year":"2018"},{"key":"ref20","doi-asserted-by":"publisher","first-page":"1277","DOI":"10.1177\/1049732305276687","article-title":"Three approaches to qualitative content analysis","volume":"15","author":"Hsieh","year":"2005","journal-title":"Qual. Health Res."},{"key":"ref21","author":"John","year":"2022"},{"key":"ref22","author":"Kifetew","year":"2017"},{"key":"ref23","doi-asserted-by":"publisher","first-page":"185","DOI":"10.1007\/s00766-019-00314-z","article-title":"GARUSO: a gamification approach for involving stakeholders outside organizational reach in requirements engineering","volume":"25","author":"Kolpondinos","year":"2020","journal-title":"Requir. Eng."},{"key":"ref24","author":"Piras","year":"2017"},{"key":"ref25","doi-asserted-by":"publisher","first-page":"110870","DOI":"10.1016\/j.jss.2020.110870","article-title":"Initiatives and challenges of using gamification in software engineering: a systematic mapping","volume":"173","author":"De Porto","year":"2021","journal-title":"J. Syst. Softw."},{"key":"ref26","doi-asserted-by":"publisher","first-page":"1931","DOI":"10.1002\/cae.22430","article-title":"Serious games for teaching agile methods: a review of multivocal literature","volume":"29","author":"Rodr\u00edguez","year":"2021","journal-title":"Comput. Appl. Eng. Educ."},{"key":"ref27","doi-asserted-by":"publisher","first-page":"5200","DOI":"10.1080\/10494820.2021.1999985","article-title":"An adaptive 3D virtual learning environment for training software developers in scrum","volume":"31","author":"Scott","year":"2023","journal-title":"Interact. Learn. Environ."},{"key":"ref28","author":"Silva","year":"2023"},{"key":"ref29","author":"Snijders","year":"2015"},{"key":"ref30","first-page":"1","article-title":"Gamifying requirements engineering for better practice","volume-title":"Joint proceedings of REFSQ-2019 workshops, doctoral symposium, live studies track and poster track","author":"Tebib","year":"2019"},{"key":"ref31","doi-asserted-by":"publisher","first-page":"286","DOI":"10.1016\/j.compedu.2009.02.007","article-title":"Myartspace: design and evaluation of support for learning with multimedia phones between classrooms and museums","volume":"53","author":"Vavoula","year":"2009","journal-title":"Comput. Educ."},{"key":"ref32","doi-asserted-by":"crossref","DOI":"10.4135\/9781412983488","article-title":"Basic content analysis","author":"Weber","year":"1990"},{"key":"ref33","doi-asserted-by":"publisher","first-page":"106432","DOI":"10.1016\/j.chb.2020.106432","article-title":"An investigation of game behavior in the context of digital game-based learning: an individual difference perspective","volume":"112","author":"Yang","year":"2020","journal-title":"Comput. Hum. Behav."},{"key":"ref34","doi-asserted-by":"publisher","first-page":"237","DOI":"10.17559\/TV-20140922220409","article-title":"A scrumban integrated gamification approach to guide software process improvement: a Turkish case study","volume":"1","author":"Yilmaz","year":"2016","journal-title":"Technicki vjesnik"}],"container-title":["Frontiers in Computer Science"],"original-title":[],"link":[{"URL":"https:\/\/www.frontiersin.org\/articles\/10.3389\/fcomp.2024.1442081\/full","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2024,8,6]],"date-time":"2024-08-06T05:01:44Z","timestamp":1722920504000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.frontiersin.org\/articles\/10.3389\/fcomp.2024.1442081\/full"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,8,6]]},"references-count":34,"alternative-id":["10.3389\/fcomp.2024.1442081"],"URL":"https:\/\/doi.org\/10.3389\/fcomp.2024.1442081","relation":{},"ISSN":["2624-9898"],"issn-type":[{"value":"2624-9898","type":"electronic"}],"subject":[],"published":{"date-parts":[[2024,8,6]]},"article-number":"1442081"}}